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SilverKnightGG

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  1. I suspect they are referring "no attacks" as no factions will attack the faction in this sector, but that could be wrong. I've always noticed pirates and xsotan attacking neutral zone sectors and just figured this was the case.
  2. I got the ach with a Zotan fleet jumping in, so there's definitely some odd bugs or something going on with it. I'm talking about the event Zotan fleet, not the Zotan ships spawned by the wormholes.
  3. Its not that your ships are slow, its just how slow the enemy's are. You can design your own ships but they cant. And sometimes they're fast, but i think they need to be way faster. Yes, this is what I was getting at. I didn't figure on everyone fixating on player-owned ships, but I can see how the original post reads that way.
  4. I'm talking about enemy AI primarily, although this is nice to know about player-owned ships. I'm pretty sure I have nothing to do with how fast enemy AI can go.
  5. Are there any plans to grant AI ships more speed? It would be more engaging (literally) if AI ships could at least sometimes keep up with player piloted ships. If this is a problem, can you illuminate some of the issues present which prevent AI from having speed? Is this intended for balance or story purposes? I can't imagine why it would be, but I've heard stranger things. Is this an issue having to do with collision detection? Is the game incapable of collision avoidance at the moment? I haven't seen a lot of evidence that the AI has any at all, that's why I ask. I apologize if these things have been asked before on the forums, but since the recent combat updates it's become increasingly more obvious what the real weakness of AI ships really is: speed.
  6. My experience has been that I took one torpedo hit intentionally as an experiment and lost about 30% of my hull in that hit, so I decided to run copious amounts of point defense, and since then torpedos are basically just a joke. I think the damage curve and torpedo health (or their ability to evade PD) needs adjusted a bit for them to continue being relevant. They are a wasted slot on enemy ships in my SP beta game right now, because I wont ever be hit... By late naonite, I had afk'd for entire fights against multiple torpedo ships with only 100k shields and 50k hull, which is rather easy to achieve without grinding much at all... Sure the torpedos' damage scales, but I think that stacking point defense is just a little bit OP against too many things. Perhaps they need to make point defense weapons unable to target regular ships and stuff so that there's more of a trade-off for using them.
  7. Hmm, I've had the game think I had a ship in a sector I wasn't in... In fact, even when I went there it said I had two ships there... I'd think I'd remember making a second ship... These issues could be related. I first discovered the issue in the galaxy map view. Also, I seem to have the benefit of long-range radar on the galaxy map without any module equipped as well...
  8. I hope you're right. I'm dying to test it out! We should try to give the best feedback we can on it, because in the end we get a better game as a result.
  9. Hmm, Q3 is actually sooner than I figured. I know previously you had a date set much closer to now, but anyone who has tracked very many Early Access games knows that launch dates are very rarely made. I sort of expected you guys to do the "push it back a month" thing, but this is probably the better route. Still, I also kind of expect it to take until mid 2019 at least. I am patient and don't mind waiting at all. Plus it would give you extra time to find a way to fund a small advert campaign for the game's release, which I highly recommend. There's no need to go full-conventional with it, but something better than word-of-mouth and relying on Steam is probably in your best interest. Either way, good luck. I'll be hanging around and testing things off and on the whole way. You guys are refreshing compared to several other EA devs I've observed gravely mishandling their titles and ignoring their community or looking down their noses at them. Keep up the good work!
  10. Suppose an ambitious group of individuals decided to set themselves up a meager collection of servers each with their own Avorion galaxy running on it. Suppose they decided it would be fun to interact with each others' galaxies and perhaps generate newer galaxies. Better yet, suppose a server cluster were created to handle a monumentally larger galaxy with a massive community and plenty of checks and balances to keep it fun for everyone involved? I guess my suggestion is for some api hooks or other forms of facilitation for this to eventually become a reality. I'm no stranger to suggestions being pushed aside because the game in question is in no state to be considering things of this scope. It definitely appears to me this is the case with Avorion right now. I'm mostly just posting this suggestion to stir the imaginations of both players and developers. Just imagine what we could do with ultra-massive galaxies or multi-galaxy clusters! Somebody might have already figured out how to get this to work with a mod or something and I'm just way behind. If so, feel free to point out my ignorance in whatever polite manner you deem appropriate. ;)
  11. I like the idea of it taking a set amount of time. Perhaps it should also require some energy and/or reset your battery. The only reason I suggest this is because it is currently a super-abusable mechanic that trivializes design considerations for multi-purpose ships. There's currently very little real reason to not make a "does it all" ship. We need a drawback that doesn't cripple the possibility for one, but which prevents it from being almost always the best choice. Obviously, when you get to a stage where you have lots of AI ships, this is not true. However, when playing through the game and experiencing the "arpg" side of things, it feels like a very cheesy exploit to be able to have a kitchen sink ship at all times with no drawbacks.
  12. Hey there. I love this idea. You should put this and all of your other great ideas in the suggestion forum where they will get noticed under the right context! Also, you can sorta do this with fixed-mount blocks, but they get no benefit. Some have already suggested that fixed-mounted weapons receive some sort of buff to fire rate or damage. This would allow such a "Spinal-Mount" weapon to be not only viable, but feasible without changing much of the underlying weapon functionality of the game.
  13. Now THIS I was actually thinking about doing at some point. I think the game needs to be in a better place before it happens, but at some point this would be really awesome to do.
  14. This is highly unlikely, and based on what I've seen happen to other games that turned down this road, I genuinely hope Avorion does not. I'm not against competitive multiplayer games, but there is a certain strata in which those thrive, and the level of creative freedom in Avorion does not feel like it provides that strata at all. I hope this game doesn't become another Ark or Robocraft on it's way to E-Sports, and I doubt the devs will even consider that, besides.
  15. I really hope this gets addressed, because it is one of the most core features of the game. The slowness of AI-controlled ships is crippling this aspect of gameplay. It's completely un-testable. It would be nice if AI ship speed could get to a state where we could at least start testing it. I will say this, Avorion devs are doing a much better job at getting around to important stuff like this than the majority of game devs out there with early-access games, and even some with released games (Wildcard Studios, I'm looking at you...)
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